-The game is showing a nice variety of locations and area geometry to convey those areas. It doesn't feel flat, and I'm looking forward to this game evolving in what I assume will be more creepy territory. Already I've gone from a pretty tame village and forest to an intriguing water mill and now a increasingly sinister taxidermy dungeon. The density of the game, where tasks flow quickly without down time of padding, is great.
-The character dialogue with clues and world-building is really engrossing. It was cool, for example, to go find the woman hiding beneath her home and asking for help with her son's ring and foreshadowing the coming dungeon.
-I love that the village is right away foreshadowing future areas and lore. Such a signature Migami move, and it instantly hooks the player.
-Little, intuitive side quests like getting rid of the rats in the attic were quick and rewarding. I was worried they'd be like Bloodstained's side quests.
-The hunting mechanic is very seamless. I was worried it would somehow distract, but it makes for a natural way to get health items.
-The ghost helper in the Water Mill is such a cool story beat that plays into the game mechanics!!! Bravo!
-The Water Mill being an opening dungeon was a clever choice. And it foreshadowed the use of items that can interact with the background, with there being a missing piece to fix. (Lecarde 2 had so many great moments with this idea, even going so far as to break those letters off the background in that evil garden area to put them elsewhere.)
-Montoya is delivering with the soundtrack (shout out, MN creatives!). Even without Castlevania tunes to go off of, he's got it. Really enjoying how they're setting the scene and can't wait for more variety. Really looking forward to seeing more of those moments of minimalism, too, where the music just creeps you out before entering someplace. Even so, I like the catchy stuff, too! Like the use of xylophone-type percussion in the water area, especially.
-Great to hear the music still changes according to the time of day and that there are different weather effects besides just different times of day. Interesting to see different animals come out too.
-There is a brief moment where you realize the game has to come up with enemies outside of Castlevania, but then you get a thrill because you do not know what their patterns with be. The knife-throwing skeleton warriors are quickly becoming a favorite. You've done a good job so far establishing your own foes or building off ones you created in the Lecarde games, but having them still feel genre appropriate. (IGA has a tendency to break the immersion/mood by going for comedy or overly exotic sources that water down the cohesion of the world for the sake of coolness.)
-The main character's animations and details are superior to the Lecarde games. Very well done.
-Happy to see the ropes back. Looking forward to getting an air dash and maybe even some new traversal mechanics. The ghost helpers open up some possibilities in my imagination...
-The area around the taxidermy place, and build-up to it, were nice. This is the point where a lot of my mild concerns started to fade.
-The challenge is really nice. It's just right. I'm dying, but I'm not frustrated. And so far, while EXP is not my thing, I don't notice it hurting the challenge.
-Like the enemies, figuring out all-new subweapons is interesting. So far I like what I've used. Those spinny ax things are crazy! Still working them out.
-The combat system feels like a blend of Lecarde 1 and 2, which is really cool. You've got a lot going on with charging your main weapon, a mana power, and a charged sub weapon, but it doesn't feel clunky. It has just the right amount of variety. I already found myself switching up approaches with these for different scenarios. It all feels "necessary" rather than window dressing. I GREATLY prefer this combat strategy idea to games that go for combos and damage-sponge enemies.
-The cutscenes and little voice inserts are well done. I even like how you have portraits now in the shops. And the shops themselves have nice incentives for the money in the game, just like the Lecardes had.
-There was a moment where I decided to fall down from the bridge with a waterfall after passing it carefully multiple times, just to see what would happen, and there was an area below that was a shortcut with a restorative item and a hint at another hidden area with a rope. SUCH GOOD MAP DESIGN!
-...I'm a fan of The Woman in Green.